Could just be me being too cheap with the bandwidth. I haven't tried the terrain deformation in MX Bikes, but if it just leaves a rut behind the bike it's quite a bit simpler than what erode does.

I was re-reading my erode code the other day and did notice a couple of things that could be compressed fairly easily. Might not need as elaborate of a compression scheme as I was initially planning on.

Josh VanderhoofSole Proprietorjlv@mxsimulator.comIf you email, put "MX Simulator" in the subject to make sure it gets through my spam filter.

Could just be me being too cheap with the bandwidth. I haven't tried the terrain deformation in MX Bikes, but if it just leaves a rut behind the bike it's quite a bit simpler than what erode does.

I was re-reading my erode code the other day and did notice a couple of things that could be compressed fairly easily. Might not need as elaborate of a compression scheme as I was initially planning on.

good!

Maxime TisonI AM NOT MXSEMF Official admin ANYMORE | PLEASE DO NOT CONTACT ME ABOUT MXSEMF

I can only imagine Also, I feel that something would have to be done with how this game handles ruts. Small ruts in this game do not work very well.

The ruts are smaller in mx bikes then the erode on sim. But it also depends on the scale as well. I think my server is set to 1.5 or 2.5 which would be to much for 40 guys but only a few of us play it. And of course each tracks tile info is different so budds creek did not erode as fast as the Stewart compound did. 2.5 at Stewart's house was just deep after a 30 minute practice. Piboso's physics are more like in between simulation and arcade right now so it handles the ruts well with the right set up.

jlv wrote:

Ddavis wrote:I think you'd need a limit on track deformation, because if it just continued to get worse it would become unplayable for the physics of the game.

That could be a problem, although erode_max_slope will at least keep it from making any walls.

Yamaha285 wrote:Not promoting any other games but mx bikes erode online works great and it works with late arrival players as well. What would be different here compared to that game?

Could just be me being too cheap with the bandwidth. I haven't tried the terrain deformation in MX Bikes, but if it just leaves a rut behind the bike it's quite a bit simpler than what erode does.

I was re-reading my erode code the other day and did notice a couple of things that could be compressed fairly easily. Might not need as elaborate of a compression scheme as I was initially planning on.

Well it sounds like it may be promising. Hopefully it works out to where its not to much of a headache to do.

jlv wrote:It can definitely be done. It'll still be fairly slow since the track modifications require a lot of stuff to be recalculated that would otherwise be pre-computed, but as slow computers become a smaller and smaller minority that becomes less of an issue.

When can we go this direction?

Yeah at some point we have to start raising the bar on what computer is expected out of a player. We cant always dismiss mechanics because of slower computers wont run it, or we´ll get nowhere.

Rayvenator wrote:Yeah at some point we have to start raising the bar on what computer is expected out of a player. We cant always dismiss mechanics because of slower computers wont run it, or we´ll get nowhere.